﻿---@class Spine.Unity.SkeletonGraphic : UnityEngine.UI.MaskableGraphic
---@field public skeletonDataAsset Spine.Unity.SkeletonDataAsset
---@field public initialSkinName System.String
---@field public initialFlipX System.Boolean
---@field public initialFlipY System.Boolean
---@field public startingAnimation System.String
---@field public startingLoop System.Boolean
---@field public timeScale System.Single
---@field public freeze System.Boolean
---@field public unscaledTime System.Boolean
---@field public SkeletonDataAsset Spine.Unity.SkeletonDataAsset
---@field public OverrideTexture UnityEngine.Texture
---@field public mainTexture UnityEngine.Texture
---@field public Skeleton Spine.Skeleton
---@field public SkeletonData Spine.SkeletonData
---@field public IsValid System.Boolean
---@field public AnimationState Spine.AnimationState
---@field public MeshGenerator Spine.Unity.MeshGenerator
local m = {}
---@return Spine.Unity.SkeletonGraphic
function m.NewSkeletonGraphicGameObject() end
---@return Spine.Unity.SkeletonGraphic
function m.AddSkeletonGraphicComponent() end
function m:Rebuild() end
function m:Update() end
function m:LateUpdate() end
---@return UnityEngine.Mesh
function m:GetLastMesh() end
function m:Clear() end
function m:Initialize() end
function m:UpdateMesh() end
return m
